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1 of 13
• Introduction
• Cloud gaming
• Types of Cloud Gaming
• Architecture
2
x
3
• Everything on the cloud….
• Cloud gaming, sometimes called gaming on demand
• Cloud gaming, in its simplest form, renders an interactive gaming application
remotely in the cloud and streams the scenes as a video sequence back to the
player over the Internet.
• Two types:
• Video (or pixel) streaming
• File streaming
4
• The actual game is stored, executed, and rendered on the remote operator's or
game company's server.
• The video results are streamed directly to a consumer's computers over the internet
using thin client.
• Keystrokes and button presses are sent directly to the server
• Server sends back the game response
• Allows access to games without the need of a Consoles or High end PC
5
• Also known as progressive downloading.
• A small part of a game, usually less than 5% of the total game size is downloaded to
the user’s device.
• The remaining game content is downloaded to the end user's device while playing.
• Rendering and processing takes place in user’s PC or console.
• This allows instant access to games with low bandwidth Internet connections.
6
7
8
9
• AMAZON LUNA
• PLAY KEY
• SHADOW
• GOOGLE STADIA
• JIO RELIANCE
• NETBOOM
10
• Cloud gaming a the game changing technology
• Efficient cloud can be achieved with the latest hardware and virtualization
technology advances
• Virtualization for GPU has greatly improved and is ready for gaming over a public
cloud
• Only hardware encoders can achieve acceptable gaming performance
• Cloud gaming is rapidly evolving, particularly toward 4K UHD
16
• REFRENCES:-
• • M. Armbrust et al., “A view of cloud computing,” Commun. ACM, vol. 53, no. 4, pp. 50–58, 2010.
• • W. Cai, M. Chen, and V. C. M. Leung, “Toward gaming as a service,” IEEE Internet Comput., vol. 18,
no. 3, pp. 12–18, May/Jun. 2014.
• • R. Shea, J. Liu, E. C.-H. Ngai, and Y. Cui, “Cloud gaming: Architecture and performance,” IEEE Netw.,
vol. 27, no. 4, pp. 16–21, Jul./Aug. 2013.
• • M. Claypool, D. Finkel, A. Grant, and M. Solano, “On the perfor-mance of OnLive thin client games,”
• • C.-Y. Huang, C.-H. Hsu, Y.-C. Chang, and K.-T. Chen, “GamingAnywhere: An open cloud gaming
system,”
• • ACM Multimedia Syst. Conf. (MMSys), 2013, pp. 36–47. [Online].
• • Available: http://doi.acm.org/10.1145/2483977.2483981
• • OnLive. [Online]. Available: http://www.onlive.com/, accessed Sep. 2014.
• • Gaikai. [Online]. Available: http://www.gaikai.com/, accessed Sep. 2014.
• https://www.google.com/url?sa=i&url=https%3A%2F%2Fmobiledrop.in%2Fbrands%2Freliance
%2Fhow-to-register-for-jio-cloud-
gaming%2F&psig=AOvVaw03rKRjkCN7dDLOn9RCyQOb&ust=1675922088455000&source=imag
es&cd=vfe&ved=0CBAQjRxqFwoTCJjW-beehf0CFQAAAAAdAAAAABAI
18

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Cloud Gaming Architecture and Types

  • 1.
  • 2. • Introduction • Cloud gaming • Types of Cloud Gaming • Architecture 2 x
  • 3. 3 • Everything on the cloud….
  • 4. • Cloud gaming, sometimes called gaming on demand • Cloud gaming, in its simplest form, renders an interactive gaming application remotely in the cloud and streams the scenes as a video sequence back to the player over the Internet. • Two types: • Video (or pixel) streaming • File streaming 4
  • 5. • The actual game is stored, executed, and rendered on the remote operator's or game company's server. • The video results are streamed directly to a consumer's computers over the internet using thin client. • Keystrokes and button presses are sent directly to the server • Server sends back the game response • Allows access to games without the need of a Consoles or High end PC 5
  • 6. • Also known as progressive downloading. • A small part of a game, usually less than 5% of the total game size is downloaded to the user’s device. • The remaining game content is downloaded to the end user's device while playing. • Rendering and processing takes place in user’s PC or console. • This allows instant access to games with low bandwidth Internet connections. 6
  • 7. 7
  • 8. 8
  • 9. 9
  • 10. • AMAZON LUNA • PLAY KEY • SHADOW • GOOGLE STADIA • JIO RELIANCE • NETBOOM 10
  • 11. • Cloud gaming a the game changing technology • Efficient cloud can be achieved with the latest hardware and virtualization technology advances • Virtualization for GPU has greatly improved and is ready for gaming over a public cloud • Only hardware encoders can achieve acceptable gaming performance • Cloud gaming is rapidly evolving, particularly toward 4K UHD 16
  • 12. • REFRENCES:- • • M. Armbrust et al., “A view of cloud computing,” Commun. ACM, vol. 53, no. 4, pp. 50–58, 2010. • • W. Cai, M. Chen, and V. C. M. Leung, “Toward gaming as a service,” IEEE Internet Comput., vol. 18, no. 3, pp. 12–18, May/Jun. 2014. • • R. Shea, J. Liu, E. C.-H. Ngai, and Y. Cui, “Cloud gaming: Architecture and performance,” IEEE Netw., vol. 27, no. 4, pp. 16–21, Jul./Aug. 2013. • • M. Claypool, D. Finkel, A. Grant, and M. Solano, “On the perfor-mance of OnLive thin client games,” • • C.-Y. Huang, C.-H. Hsu, Y.-C. Chang, and K.-T. Chen, “GamingAnywhere: An open cloud gaming system,” • • ACM Multimedia Syst. Conf. (MMSys), 2013, pp. 36–47. [Online]. • • Available: http://doi.acm.org/10.1145/2483977.2483981 • • OnLive. [Online]. Available: http://www.onlive.com/, accessed Sep. 2014. • • Gaikai. [Online]. Available: http://www.gaikai.com/, accessed Sep. 2014. • https://www.google.com/url?sa=i&url=https%3A%2F%2Fmobiledrop.in%2Fbrands%2Freliance %2Fhow-to-register-for-jio-cloud- gaming%2F&psig=AOvVaw03rKRjkCN7dDLOn9RCyQOb&ust=1675922088455000&source=imag es&cd=vfe&ved=0CBAQjRxqFwoTCJjW-beehf0CFQAAAAAdAAAAABAI
  • 13. 18